precision mediump float;

varying vec2 v_tc;
uniform sampler2D sTexture;

uniform vec4 u_color;

void main(){

	
	vec4 texCol = texture2D(sTexture, v_tc);
	if (texCol.w > 0.0){
	gl_FragColor = vec4(u_color.xyz, texCol.w * u_color.w);
	}

}
